Not_Epsilon

Mentor
  • Posts

    1041
  • Joined

  1. Not_Epsilon

    Good Bye

    [ QUOTE ]
    *shrug* if you're qutting about the badges going away, you were just looking for a reason to leave anyway

    [/ QUOTE ]

    ^^^ Obviously doesnt know what he's talking about
  2. Not_Epsilon

    Good Bye

    Eh, im feelin the same way as you BB, i just cant find a game i like better then this, im waitin on Aion to come out, hopefully it wont be lolncsoft type game, if not maybe WoW...again.....i need to find my mindless grinding music...
  3. I wont be making it, i gotz a party to go to......hell yea
  4. team tp into broken graphics ftw?

    Increase Density on a granite tank?

    pulling with fire ball?

    tking the boss AWAY from the granite brute while not sbing him?

    Putting the tank on follow with force bubble on?

    Perma caging the last enemy on a defeat all mish with a sonic bubble or det bubble?


    Wormholing a group away from the tank?

    Killing the debuff/trans- targets?


    Sonic Repulsion on the main tank?

    Tp foe'ing the last foe on a defeat all away from the group?

    Bad/annoying powers are only bad/annoying when used incorrectly; using repel on a kin to help a tank herd isnt annoying.. repel nuking ftw
  5. -- > Emerald Fusion < --
  6. [ QUOTE ]
    Dev's screw the pvp aspect of this game to please the PVE players. PVE player who try pvp would get simply own. How I like at it is you going to get some A-wipping before you start to be decent pvping. Having a toon with Single Origin suck badly... so no equal there. IO's and Accolades would still benefit a player.

    [/ QUOTE ]

    My head hurts . . . . .
  7. [ QUOTE ]
    Mainly to quote you on this part of your comment...

    [ QUOTE ]
    PvP in I-12 was more balanced then it is now, maybe it did have issues, nothing like it was before.


    [/ QUOTE ]

    That's all

    [/ QUOTE ]

    It speaks volumes that the forums are more interesting then the games, ....loldevs
  8. [ QUOTE ]
    [ QUOTE ]
    To The Reactor:
    Multi-posting DOESNT make u look smart:

    PvP in I-12 was more balanced then it is now, maybe it did have issues, nothing like it was before.

    FotM < Skill: esspecially in I12.

    Rest of ur post/s are utter garbage

    [/ QUOTE ]

    I'll be honest, I wasn't what you considered a hardcore PvPer, as most would call it. I never PvPed on test nor did I have any interest in the arena. I was a zone PvPer. I loved scouting all the zones looking for fun. I did this everyday I logged in and played in the PvP zones for hours on end.

    With the new changes to PvP, I lost total interest in PvP all together.I hate the slow feeling of it. Don't get me wrong, before the changes PvP was great, it had a few things that needed attention, but not to the extent it was taken. A lot of people I know who were zone PvPers no longer are playing the game or no longer interested in PvP due to the changes.

    I've tried to adapt to the changes, but for the most part, I still hate it now and find myself in PvP zones maybe a hour a week, until I get frustrated at how borked it is. I do love the no-toggle dropping when it comes to mezzes, this is awesome. But this one great thing doesn't account for all the bad things I don't like.

    [/ QUOTE ]

    Kan i ask y quoted me? dunno if i caused insult to u, but i hate I13 and the reactor(Marketing dept. cronie) has been wearin on me lol
  9. To The Reactor:
    Multi-posting DOESNT make u look smart:

    PvP in I-12 was more balanced then it is now, maybe it did have issues, nothing like it was before.

    FotM < Skill: esspecially in I12.

    Rest of ur post/s are utter garbage
  10. [ QUOTE ]
    Slightly off topic - Ive gotten the basic info on the PvP IO's. Would you folks conisder these good for pvp builds ? A couple sets look good, but a few look somewhat blah. But I am quite out of practice.

    [/ QUOTE ]

    A few reasons, some of the bonus's are better then regular sets(Although i dont commonly use the sets either); A few of the uniques are outstanding; and the +Range set bonus is really nice.... /wrist, TP droned from over 550 yards away /sigh
  11. Eh if ur on test while i am, i might drop and ask to duel, prolly wouldnt be able to kill ya, but then again, ive never dueled a competent MM b4, so ild have fun either way
  12. I kan most likely come, prolly on a blaster, i haz a fire/kin if joo prefer... prolly gonna have to yell at me, usually sit thar and farm anyways.... yell at me that weekend or so @An Epsilon or sometin
  13. Farm targets in RV? im up for that
  14. get taunt and buy the temp webnades if ur in SC; Get phase; get trow boulder; run ------> way if none of the above halp
  15. [ QUOTE ]
    @Galactic
    @Galactic Revolution
    @Fire Enforcer.
    @Satans Pet
    @Satans Pet 2
    @Mac D
    @Killer Zombie

    Been gone for 35 days with lots more to go.
    Don't know these people so Welcome Aboard I guess.

    [/ QUOTE ]

    @Fire Enforcer's a nub .... >.> <.<
  16. First off, i whole heartedly agree with almost every post the pvp community has made in attempts to reach the devs, and actually enjoyed reading this one.... THe following is how castle in general would read the post...


    [ QUOTE ]
    --- Before I begin: the TL;DR version is in bold italics. ---

    Well, here we go. I’m going to post this with the full knowledge that it will probably never land on someone’s desk, or that no redname other than a moderator will set eyes on it. But I’m going to post it anyways. Why? Because I care. I like this game and its players – I may not like the decisions of the developers within the last six months or so, but the people I play the game with are important, moreso than the game itself. I sent off this post as an email to NCSoft as well – I think it’s time I made my voice heard.

    We have been told several times now that the developers consider post-I13 PvP ….. Oh Great, Another pvp post…blah blah blah blah

    The PvP changes in I13 caused the birth of high-end organized PvP. For an overhaul that increased the popularity (and population) of PvP, that should have been a first sign that something was very wrong. Almost every test ladder team formed and hundreds of subscriptions were created in the month or so after open beta began. PvPers were delighted, and rightly so – they had spent years without any official support forming ladders, making rules, setting up matches, and making detailed and comprehensive lists of suggestions to better the system. When I13 was released those PvPers were overjoyed to found almost everything they had asked for, and almost nothing they hadn’t. The ladder is just beginning to get back off the ground again – but for what? Will you go through a few months from now and make more seemingly awesome and asked-for changes, and then keep telling the players you’re listening to their feedback while you’re actually doing exactly what they want? For the future of this game’s PvP and this game in general, I hope so.

    Anyways, I’d like to begin by taking a look at the post that sparked this all. At the onset, we have:
    [ QUOTE ]
    We began by looking at the disparities that existed, and discussed how to address them. Ultimately, we decided that in order to allow better competition between the AT's and powersets, we needed to take some drastic measures. We decided that a different rule set needed to apply in PvP than in PvE. By changing the basic rules, we hope to encourage a greater variety of character builds in Arena PvP, and ultimately in Base Raids and Zone PVP.

    At the core, many of the power effects are the same: Heals still heal, attacks still deal damage, and holds still hold. However, the new system makes a number of adjustments that should be friendlier to a wider range of AT's and skill levels. The goal is for players to be able to bring any AT and powerset combination into PVP and to be competitive and have fun! Furthermore, with the Issue 13’s Multiple builds feature, players can design a PvP specific build and not have it affect their normal character.

    [/ QUOTE ]
    I think the people that were best-qualified to say what tweaks and changes PvP needed were The Uber-Awesome All Knowing Devs. Yet those lists were largely granted, and some heavy-handed rules were implemented with very little player feedback taken into consideration. DEVS KNOW ALLLL

    CASTLE EATS DONUT NOM NOM NOM

    Now, on to the meat of Castle’s post. Let’s start with diminishing returns (DR).
    [ QUOTE ]
    Nearly all attributes characters have are now subject to Diminishing Returns. The specific numbers vary from attribute to attribute, and from class to class (it's easier to Buff Resistance and Defense on a Tanker, than on a Blaster.)
    * In general, a single buff will have near full effect, while additional buffs begin to offer less and less benefit. Example: Under the old system, Aim + Build up might provide a combined 67% To Hit buff, while under this system it provides a combined 49% To Hit Buff.
    * The calculation is based on the sum of all buffs, so the order the buffs are applied in does not matter.
    * It is important to note that the Real Numbers tool will not always report the results of diminishing returns accurately, at least initially. This is specifically true of Damage Buffs, which always display the Pre-Diminished value.

    [/ QUOTE ]

    Oh Mai Castle Ur Su Awesum

    LOWER HP DR CURVE … CASTLE NERF GRUNT

    Blah Blah Blah

    Next, let’s talk about travel suppression.
    [ QUOTE ]
    * PvE Travel Suppression continues to work as it has since it was introduced. PvP Travel Suppression will be handled differently, however (see below.)
    * All Teleportation and Summonable Teleportals are Disabled while PvP Travel Suppression is active.
    The Duration of Movement Suppression in PvP is now variable based on the most recent suppression event applicable to the character. In case of multiple events applicable on the same server tick, only the longest value is applied.
    Suppression events are:
    Activating a foe TargetedRange (range > 7') damaging Power: 3s * Sum of damage scales.
    Example1: Power Bolt has a damage Scale of 1.0 (0.1 + 0.9) resulting in a Suppression Duration of 3 seconds.
    o Example2: Power Burst has a damage scale of 2.12 resulting in a Suppression Duration of 6.39 seconds.
    * Activating a foe Targeted Melee (Range >0' && Range => 7') damaging Power: 2s* Sum of damage scales.
    o Example1: Swipe has a damage scale of 0.76 resulting in a suppression time of 1.52 seconds.
    o Example2: Eviscerate has a damage scale of 1.99 resulting in a suppression time of 3.98 seconds.
    * Activating a foe targeted Range debuff or control power: 3.5s
    * Activating a foe targeted Melee debuff or control power: 2.5s
    * Placing a Location Based Entity: 4s
    * Activating a self or friend targeted Heal power: 4s
    * Activating a Friend targeted Buff power: 4s
    * Being the target of an attack: 2s

    [/ QUOTE ]

    Such an Awesum Ideaz <3 u castle


    Make Fortitude Suppress eetz Oberpowereded

    Buffz are the awesum

    Next, let’s take a look at the control powers changes.
    [ QUOTE ]
    Control power changes are fairly extensive. The goal here was to make control effects less binary in nature. The shorter durations of status effects, combined with the change from status Protection to Status resistance means that these powers will now how impact on a PvP situation more frequently, but are no longer quite as severe a deciding factor.
    * For Controllers: Change Duration base to 4 seconds for Stun, Sleep, Hold, Immobilize, Terrorize, Confuse, Untouchable, Intangible attributes. Duration of Status Effects (Hold, Sleep, etc.) no longer scale by level; instead they have fixed base durations.
    * For Dominators: Change normal control Duration base to 4 seconds for Stun, Sleep, Hold, Immobilize, Terrorize, Confuse, Untouchable, Intangible attributes. Duration of Status Effects (Hold, Sleep, etc.) no longer scale by level; instead they have fixed base durations. Change Domination control Duration base to 4 seconds for Stun, Sleep, Hold, Immobilize, Terrorize, Confuse, Untouchable, Intangible attribs. Duration of Status Effects (Hold, Sleep, etc.) no longer scale by level; instead they have fixed base durations. Change Magnitude bonus from +3 to +1.
    * For ALL OTHERS: Change control Duration base to 2 seconds for Stun, Sleep, Hold, Immobilize, Terrorize, Confuse, Untouchable, Intangible attributes. Duration of Status Effects (Hold, Sleep, etc.) no longer scale by level; instead they have fixed base durations.
    * For Tankers: Change Taunt to a fixed 6 second duration.
    * For Scrappers and Brutes: Change Taunt to a fixed 4 second duration.
    * For the Manipulation Pool: Change Taunt to a fixed 4 second duration.
    * For Stalkers: Change Placate to a fixed 10 second duration.
    * For VEATs: Change Placate to a fixed 4 second duration.

    [/ QUOTE ]

    Changing Mez Prot 2 Mez Res Was The Bestest Change Evar

    The other problem I see coming from this is essentially the “normalization” of all ATs. By drastically reducing the control ability of Dominators and Controllers, and by increasing the damage on their mezzes, you’ve basically turned them into DOMINATORS with less HP, ADDING one of the unique aspects of those ATs. The change of focus from dynamic team roles to “damage damage damage” CREATES team balance and makes PvP more like a HEAVEN. Support can support, control can control, healers can heal – about the only thing anyone is good for is a bit of rebuffing, BUFFING, CONTROLING and damage.

    Next, heal decay.
    [ QUOTE ]
    * A Heal Event now imposes a 25% Resistance to further heals on the character, regardless of source. This Resistance to heals will last for 15 seconds, and stacks with itself. This means that if you are healed 4 times, no further healing will affect you until the resistance duration ends.

    [/ QUOTE ]

    This is probably secondary to travel suppression in CREATING the ACTUAL ladder teams. I know the system was tweaked since this post (there’s no longer 0% effectiveness) but heal decay does belong in PvP in an MMO. Why was it added? This system ensures that the only heals that are really reliable when healing is most needed are BUILT UP AID OTHER AND STIMULANT. This system also ensures that spiking is now a skillFUL damage spam until the target can STILL be healed, after which time the target must either phase, die, OR BE HEALED. As a healer on a PvP team, it’s my job to keep people’s HP bars in the green. I can’t do that if my 400 HP heal is only healing them for 400 HP (yes, I’m using real numbers here). It’s at that point that I have to say “Sorry, I tried.” Quite frankly, that sucks. My buffs to enhance their survivability ARE FULLY EFFECTIVE, so they take LESS damage than they should, and then I CAN heal that damage away? That makes SO MUCH sense to me WE <3 CASTLE. I would happily accept heal decay on self-heal powers (such as Healing Aura or Radiant Aura) if ally heal powers DID cause decay because that makes me feel AWESUM at a time when my teammates need me the most, and that’s SO FUN. If you refuse that prospect, INCREASE the severity of heal decay in general – heals are there to keep people alive when other methods have failed, and reducing their effectiveness is INCREASING the survivability of other players. Why not add heal decay to PvE as well? I mean, if PvP heal decay is any indication, >>>>being kept alive is not working as intended.<<<<

    On to damage powers and damage calculation.
    [ QUOTE ]
    * Powers now calculate damage based on their activation time, instead of their recharge.
    * Lower activation time powers get a slight bonus to damage, due to chaining low damage powers being difficult in PvP.
    * Longer Recharge time powers also get a slight damage bonus, so higher level powers with long recharge times deal extra damage.
    * Damage has been adjusted for all AT's, reducing the damage gap between each AT.

    [/ QUOTE ]
    Let me start off by saying I agree with the idea of DPA balancing, but I don’t agree with how it was implemented. DPA balancing should have been implemented at the launch of the game, for the entire game, not just one part of the game nearly five years after launch. The reason adding this system to PvP now is a problem is simple: things just don’t make sense. Let’s take Flares and Blaze as our first examples. Flares recharges faster, uses less endurance, has a much longer range, and can be used while mezzed, and does almost as much damage as Blaze, the supposed “hard hitter” of the Fire Blast set. Next, this means that some pool power attacks (I’m looking at you, Flurry and Kick) which every AT has access to hit harder than some in-set attacks. How is this balanced? There are certain roles for certain ATs, melee damage should not be a generalist role. But, I forgot – there are no roles now, thanks to all this normalization.

    NERF AOE DAMAGE, I GOT 1 SHOT BY NUKES 2 ISSUES AGO, THEY ARE OP

    Last but not least, base resistances.
    [ QUOTE ]
    * Each AT now recieves a bonus resist buff while in PVP, in order to set each AT closer in overall survivability. This resist primarily reduces up the gap in hitpoints between lower hitpoint AT's and higher hitpoint AT's
    * Epic armors and Tough (Pool Power) now provide resistance to all damage types while in PVP.
    * Any armor set lacking a type of resist or defense will now provide it while in PvP zones.

    [/ QUOTE ]

    BLAH BLAH BLAH


    [/ QUOTE ]



    PS.....6 page post takes long time to edit
  17. Whoa.......Beta post's on the forums?
  18. Not_Epsilon

    PVP Builds

    If you're a noob, or are newer to the pvp zones, i would suggest a stalker until you see and get a general feeling of how to pvp, corruptors dont do well anymore unless you have a semblence of experience. Not that its hard to do, just stalker is easier, seeing as how they wont get ganked on sight...since they can't see you..
  19. Not_Epsilon

    stealth nerf?

    [ QUOTE ]
    I've stopped trying to understand why the devs do the things they do when those things they don't like don't really have any impact on the game.

    [/ QUOTE ]

    Becuase those are the most important things to fix....unlike...say IoP's...base raids....PvP that is broken in so many regards its almost laughable.... ya know, but this other stuff is sum SRS BZNZ MAN
  20. Petless Mercs/traps/soul with flurry, jump kick and air superiority, and the sad part is that it might actually get some kills....
  21. [ QUOTE ]
    [ QUOTE ]
    ...And for someone to even make a comment like adapt in move on probably wasn't successful in pvp until i13. Or just can't understand the difference, from lack of pvping. And yes it's a shame when things have gotten so bad that the old way seems good in comparison.

    [/ QUOTE ]

    Let's get something really clear. The players in old pvp...the pre I-13 widow players, the 3 button click stalkers, the perma-doms with 4 accounts to buff their character and teleport them to safety...may have been successful, but that does NOT mean they were any good. These are not the types of players that make good company on teams.

    The players, like me, that love pvp, think all the complainers and whiners of old pvp are out to lunch. So, now that I've said my piece I'm going to RV and I'm going PWN me some stalkers...like I always do.

    [/ QUOTE ]

    Hmm 3 click stalkers? Any competent stalker would prolly look in your direction and you would die.

    BTW anyone who died by a stalker only 3 clicking is doing it wrong....

    PS transfer to triumph please, we need more farm targets that are blissfully inexperienced and ignorant
  22. [ QUOTE ]
    [ QUOTE ]
    I would like to have both i12 PvP and i13/14 Fight Club.

    [ QUOTE ]
    Adaptation isn't the issue. Whether one finds it fun or not is.If they added the arena options to remove the rest of the i13 changes (mez durations, protection, universal resists, DPA changes), then I'd be happy. With just what we have now, it comes out somewhat half-baked.

    [/ QUOTE ]

    They should make it easy and just have 2 selection settings for the arena. Fight Club Mode (i13/i14) and Evil Mean Ganker PvPers Mode(i12).

    Additionally, keep all current zones with the i13/14 setting but create 2 new zones.

    [/ QUOTE ] Ironically that's a very good solution and would satisfy all sides and shut everyone up. Similar to how you can have multiple zones when a server is crowded make different zones a
    i12 style zone and a I13/14 zone and arena settings problem and crying solved. Hint: Hint: Castle Hint:

    If that's possible game wise maybe we can see something like this in the future.

    [/ QUOTE ]

    I still say i would settle for an I12 button for arena at this point
  23. For the people who solo and play odd hours, tickets will out do merits, but for the people who make 150 merits a day on several toons, merits will still be a viable source.
  24. LoL @ Snappin, Thats classified Info bud!